Henrik Rydgård
691c8b8d8d
Write to the frame time history from the other backends too. Needed for the upcoming timing code.
2023-08-16 12:22:49 +02:00
Henrik Rydgård
e651d6e59f
Finish the separation of EndFrame and Present.
2023-08-13 18:40:35 +02:00
Henrik Rydgård
377704f195
OpenGL: Split submit and presentation into two tasks, but schedule them together
2023-08-13 18:40:35 +02:00
Henrik Rydgård
86fcb28d4d
Remove "bool retainControl_" for simplicity. Not needed.
2023-08-13 18:40:35 +02:00
Henrik Rydgård
0ccd29f2ba
Revert "OpenGL: Separate submit/present for this backend as well"
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This reverts commit 0143d67f9b .
2023-08-12 13:35:21 +02:00
Henrik Rydgård
0143d67f9b
OpenGL: Separate submit/present for this backend as well
2023-08-10 17:46:10 +02:00
Henrik Rydgård
2bee5b64e4
Add new icon cache, for caching small images.
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It doesn't try to insert or fetch missing things itself, re-fetching is up to the caller.
This will be required for handling the many achievement icons.
Saving/loading the cache to a single file on disk is implemented but not
hooked up yet. It works without it, though of course will have to
re-fetch things on the next startup.
2023-06-18 14:11:12 +02:00
Henrik Rydgård
880379c15d
Extract some minor changes from #17497
2023-06-12 20:20:06 +02:00
Henrik Rydgård
ad8827ae70
Cleanup, address feedback
2023-05-26 10:28:10 +02:00
Henrik Rydgård
62b41c6640
OpenGL: Add a simple pass list to gpu profiler
2023-05-24 14:08:19 +02:00
Henrik Rydgård
edd208791e
Add tag field to GLRFramebuffer for debugging
2023-05-24 13:47:51 +02:00
Henrik Rydgård
84da0327d6
GLQueueRunner: Make DrawIndexed parameters more consistent.
2023-05-23 17:49:11 +02:00
Henrik Rydgård
d7ea2ebf8a
GL: Add tags to push buffers for debug purposes. Double the default vertex buffer size.
2023-05-23 15:53:41 +02:00
Henrik Rydgård
cb38c43d7e
GL render manager: Merge the two stencil commands, for more compact command lists
2023-05-23 09:14:23 +02:00
Henrik Rydgård
37906384ee
Use the faster pushes.
2023-05-23 08:54:41 +02:00
Henrik Rydgård
558e29a9bb
Switch to the copy-free method of initializing initsteps
2023-05-23 08:54:41 +02:00
Henrik Rydgård
956d784bde
Add FastVec, start using it for InitSteps
2023-05-23 08:54:40 +02:00
Henrik Rydgård
78eaa8c235
Make sure we never copy GLRRenderThreadTask objects
2023-05-23 08:53:48 +02:00
Henrik Rydgård
c30895b6b4
Remove unnecessary variable
2023-05-23 08:53:48 +02:00
Henrik Rydgård
e4a729d371
Remove unnecessary zero-initialization of GLRRenderCommand structs
2023-05-23 08:53:48 +02:00
Henrik Rydgård
d7a5edeb6f
GL: Break out GLPushBuffer from GLRenderManager.cpp/h
2023-05-23 08:41:09 +02:00
Henrik Rydgård
05b6bbdc56
Add a trivial profiling tool to the OpenGL backend - meaasure the time it takes to run a frame of commands.
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Accessed from the in-game dev menu just like the Vulkan frame profiler.
With this we can easily see that actually submitting the GL commands is often the bottleneck on old
devices like a Galaxy S3.
2023-05-17 14:38:11 +02:00
Henrik Rydgård
c729519cf5
Merge pull request #17442 from hrydgard/glr-render-command-shrink
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Shrink the GLRRenderCommand struct from 152 to 88 bytes
2023-05-16 16:38:41 +02:00
Henrik Rydgård
b27c427547
We always bind and draw together, so let's combine them to one command.
2023-05-10 10:56:25 +02:00
Henrik Rydgård
c7caefe6d8
Have Draw and DrawIndexed share command and struct. Will make the next change easier.
2023-05-10 10:40:33 +02:00